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SilverFlight

Tende altum, volare altius
Rules


Please read these carefully before making your CS.

Respect all the rules of RpN.

Respect the other players and characters.

There will be no godmoding, bunnying powerplaying etc. You may write an attack/action and it is up to the owner of the targeted character to write the response and if/how a hit lands.

The npcs I create will be controlled exclusively by me unless I state otherwise. This includes enemies.

This is a literate thread so I expect at least a solid paragraph (6 full sentences) minimum per post.

If you do join I expect you to be active. If your posting falls to less than one post a week I may ask you to leave the rp. If you are going to be away, a quick note in the OOC or a pm makes it much easier for me.

I will allow only one character for newly-joined players, if I see you can be dedicated and active I may allow you more.

Please fill out the provided profile outline for your character, you may code it however, please keep the colours/layout reasonable. If I can't read it I won't accept it.

Humans are the only ones who will be able to wield the majority of the weapons the Order has in stock. They are also the only ones who can perform magic, summon or work with the warding/binding herbs. Example: a werewolf cannot wield a silver sword, even a gun loaded with a silver bullet would cause pain, so their weapons will be weaker against supernatural enemies if they use them. Basically the power balance system works like this: humans get all the neat toys but no super powers, the tainted races (vampires, demons, werewolves etc) get no toys, but cool powers.

All new races must be discussed with me in pm and their weaknesses fully defined before you make the character sheet.

All new races must have an entry into the lore section detailing their strengths, weaknesses and the trial specific to their race to join The Order of Seven. You must have read the entry for your race at least before you submit a CS.

For detailed magic techniques please discuss with me so a section can be added to the lore so everyone is on the same page.


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Character outline

Appearance: (pictures are advised but the size must be appropriate, large images must be resized to max 500pix.)
Name:
Race:
(human or one of the others)
Age:
Nationality:
Gender identity:
Skills & Knowledge:
(what combat style does your character use, what area of the occult are they well-versed in? If tainted, quickly re-state your race's powers and the specializations your character has– min 1 paragraph)
Weaknesses: For tainted these would be the ones stated in the lore, along with the ones you wish to add.
Personality: - min 2 paragraphs (4 FULL lines each paragraph)
Character flaws: (at least three, write in full sentences always – min 1 paragraph)
Backstory: (include how your character came to join the order and be noticed for this special task force, also define the events leading up to when the decided they wanted to join – min 3 paragraphs)
Relationships: (if you have any pre-story ties to any other characters list them here, otherwise they can be added as the story progresses.



 
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    Name: Thaddeus (Tad) Grey
    Race: Werewolf
    Age: 28
    Nationality: English
    Gender identity: male

    Description:Thaddeus is the low-average height of 5'9". He is of a slender build and has a long face with a generally melancholy expression. His eyes are sad, but thoughtful and the same colour as his cousin's. Thaddeus has a thick beard and feral curls of dark drown hair swept towards the back of his head. He is very fond of a styled moustache and endeavors to dress finely at all times in a burgundy high-collar shirt, a dark-green vest and a grey-green overcoat. Thaddeus prefers to change fully into a wolf when he does turn, and is tall and thin, with a silky sheen to his coat. His fur is a mottled dark grey fading to black in places. White and light grey fur frame his eyes, muzzle and chin and peppers the guard hairs on his back. His eyes are a deep, blue-green colour.



  • Thaddeus has worked hard honing his supernatural capabilities. He has trained his sense of smell, tuning it to the finest possible degree, though the scents of large cities always make it difficult to use. He has spent years traveling and learning how best to control his inner beast and employs many tactics to keep himself in check. He carries no weapons and cannot carry any of the tools used by the Order against tainted but his wolf form is generally all the weapon he needs. Thaddeus has also trained extensively to employ the glamour magic used by some other tainted races to conceal his wolf form in plain sight, looking instead like a large grey wolfhound (stands 92cm, 36") that can fight in view of 'mundies' (normal folk) without causing more of a scene than a regular dog would.
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    Thaddeus is also quite clever, he has trained his mind to use the analytical tactics of the best detectives he could find. He struck an accord with Scotland Yard several years back to shadow their inspectors and learned everything he could. Thaddeus therefore has become quite an effective sleuth and employs his abilities to the world of the supernatural, helping the Order solve crimes.
 
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Name: Lilith Beaumont
Race: Vampire
Age: 27
Nationality: English
Gender identity: female

Appearance:
Lilith is a young woman of fine features and stands at 5'8 with a slender build. Her hair is long and dark, and is generally styled back away from her face. Her eyes, large and slightly slanted, are an enchanting grey-brown. Her skin is pale, with a light dusting of freckles around her nose. She puts great effort into the maintenance of her appearance - which is less to do with a desire to look attractive, and more to maintain control over elements of herself (this is somewhat complicated by the fact that she has no reflection.... but she makes do). Generally, she prefers to wear clothes of black, pale blue and/or white. Unless it is some sort of evening wear or she is pairing her dress with coat or cloak, all of her dresses have high collars and full sleeves do protect her skin from direct sunlight - which Lilith finds to be incredibly inconvenient in particularly hot weather. She generally does not leave the house without a pair of silk gloves and will often make use of a parasol or veiled hat, or both when outdoors. She has a particular fancy for hair accessories and will often style her hair with various clips and adornments.



  • As a vampire, Lilith has special abilities that only manifest at night. Aside from superior strength, she is naturally faster and lighter on her feet than humans. Her senses such as seeing and hearing also far surpass the sensory capabilities of humans. She also has the ability to detect other vampires within a certain distance. She has had years of experience with cultivating and putting her unique strengths as a vampire into practice, thanks to the tutelage of her guardian, Michael, making her a dangerous foe in combat (though again, a dress may hinder this slightly). Like other vampires, she has cultivated the ability to shapeshift into a bat.
    She is proficient with most light melee weapons such as daggers and knives, and knows her way around handling a sword. Though she knows how to use ranged weapons such as guns, though she is not confident in her handling.

    Lilith is naturally very perceptive, a born observer and analyst. She notices even the smallest, seemingly insignificant of details, that most eyes would overlook. She enjoys seeking out information and understanding situations and peoples from all angles.
    She is very learned and well read - with a vast knowledge on a variety of subjects. Her mother tongue is English, though she is also fluent in French and somewhat in Italian. She can read Latin.
    She also has a good understanding of vampire society and vampires as race -- though most of this information is passed down to her via her guardian, Michael. While she does have some personal experience of vampire society, it is very limited - due to both her and Michael's affiliation with the Order.

 

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Name:
Joseph Lassiter
Race: Human
Age: 25
Nationality: American
Gender identity: Male
Skills & Knowledge: Joseph is very proficient in melee/hand to hand combat, defaulting to it in most cases of fighting. He carried with him a pair of brass knuckles tipped in silver- which, technically, might make them Silver Knuckles. He's a well-trained swordsman, but not at all a revolutionary fighter with steel. Just enough knowledge to hold his own. Magic-wise, he's most effective at Conjuring, having studied it well in his years.
Weaknesses: Joseph is a terrible shot- dreadful, actually. He claims this to be because of a blow to the face he took when he was 17, but in reality, he's just poor shot. Because of this, he avoids using pistols unless he's within a close enough range that a hit is practically guaranteed.
Personality: - Joseph is only a little intimidating- growing up in the streets made him very fighting focused, and he dislikes having to plan things out. It also made him very stubborn; less so in recent years, but his training could only do so much. He tends to dislike most supernatural creatures, as his experience with them for most his life was less than stellar. He likes to mess with people, which puts him in the ire of a few of his more serious peers, but he never really seems to mind. After all, according to Joseph, a life without a bit of fun is ultimately a waste. Few argue with that, mainly because of the fact Joseph would probably beat them up if they did.

Despite his intimidating posture, however, Joseph isn't a bad guy. He has a good sense of kinship, having to rely on the goodwill of others for a majority of his life. He's not incredibly well educated, but has a relatively good education compared to many others of his standing. He enjoys other people, and seeks to please- to the point it's almost annoying. He's consistently amazed by high society, which he's glamorized a good deal of his life. Joseph enjoys discussing with those much smarter than him, and will often mimic their speech in order to sound smarter himself (which, in reality, he isn't really). He learned that as long as he attempts to look the part, and act like he belongs, he can pretty much go anywhere he wants.

Character flaws: Joseph is wary to trust anyone/anything that isn't human. It isn't so much that he HATES them... but something always feels weird about working alongside them. This can have disastrous results, especially considering the fact he often lets something offensive slip to his supernatural peers. He's incredibly loyal, and easy to convince to do things for you if he trusts you. And when he puts his minds to a task, he almost refuses to not do it, for any reason.

Backstory: Joseph's parents both died when he was very, very young. He doesn't remember much- he remembers his mother to be beautiful, and his father to be smart. He never could remember what his dad did, but he remembers a lot of writing. Joseph was the only one of them to survive after a fire burnt down their house. With no other family to rely on, he grew up an orphan in the crowded streets of New York- one of almost thousands. He was left to an orphanage, where he was forced to work in a factory. He worked there for almost no pay, and for little food, for years. That was until, when he was 8 years old, he and a few older orphans managed to run off. They became day laborers, working small jobs for anyone with money. Joseph started fighting in boxing matches for extra money, which he was quite good at.

Joseph began selling his services as a body guard at around 14, though the years of factory work and boxing made him look much older. He was hired to do a job by a mysterious Frenchman, around thirty years of age. Joseph wasn't told what the job was, only to keep a look out for the older man as he'd do a variety of odd tasks- which Joseph was never allowed to hear about. The man must have gotten good service, as he picked Josephs up for these tasks for a while, and it got to the point that Joseph was hired regularly by the mysterious man. It was always the same- good pay, little work, and a lot of unanswered questions. On one of the jobs, Joseph was attacked by a wolf, which he managed to fight off. It was about to bite him, when the mysterious man shot it. That was the first non-human encounter Joseph had.

The mysterious man became friendlier with Joseph, and offered him a job as his full time body guard. This man was Marquis de Frome, a hunter and researcher of the paranormal- and a member of the Order. He had traveled to America after hearing of a good deal of unaccounted supernatural activity. Joseph learned much of the Marquis' habits by example, memorizing his actions and methods. At the same time, Joseph taught himself to read and write, using de Frome's massive library. He gave himself an extensive education of literature and history, most of which he had never heard of before. And he studied the Frenchman's ways. He became one of the few in America with a proper, European occult knowledge. When Joseph was 23, Marquis sailed back to Europe, and took Joseph with him, so that Joseph could further his education.

Relationships: Marquis de Frome, mentor/father figure
 
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Name: Krishna Jameson

Race: Vampire

Age: 34

Nationality: Indian

Gender Identity: Cisgendered Male

Appearance:
Krishna is dark skinned and dark eyed, and keeps his longish chestnut hair swept back beneath a top hat. He stands at a humble 5'10. In daytime, he wears a thick woolen coat regardless of weather, and a black bandanna around his neck and mouth, as well as a pair of blue tinted eyeglasses to weaken the effects of the sun. His dark leather gloves are ever present, lest his tainted self come into contact with any substance that might hurt him--such as holy oils and water. Krishna is fine-boned and clean-shaven, with thick, black eyelashes and a full mouth in a handsome face. At night time he is more gentlemanly attired in a three-piece suit withe fancy coat tails, a favourite walking stick often clutched in one hand. His suits vary on the darker side of the shade spectrum, often ranging in blacks and greys, and occasionally browns (his most colourful outfit being a jacket of navy blue). His suits are well-tailored and simple, made for comfort rather than a show of wealth.

  • Still being a recently turned vampire, Krishna has not had very long to train with The Order and therefore his skills with the weapons The Order chose for him are not as practiced as they could be. Krishna relies on twin daggers concealed beneath the sleeves of his suits, one for each forearm, that are sheathed in a contraption of brass cogs and leather. They may be sprung at will into his palms, but require close combat to be effective. The daggers are simple, with a thick width, ridged on one side, as long as his forearms with the hilt. Krishna also relies on any magical artifacts provided by The Order, as well as the...gifts...bestowed upon him by his newfound vampirehood.
 
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GABRIEL GLADSTONE

Appearance:

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(Not period accurate, this stuff is hard to find).
Name: Gabrial Adrian Gladstone
Race: Human
Age: 25
Nationality: British/Scottish
Gender identity: Male, gay

Skills & Knowledge: Gabriel‘s main strength is science, both on the theoretical and practical level. He is highly intelligent and well-studied, capable of creating unique inventions, which include, among others, a selection of mechanical animals with practical use – an owl that can record messages, a cat with deadly claws that pisses acid, a mechanical firefly and a couple of spiders that can open any non-magiacal lock. Aside of that, he also has a dog made of flesh and bone, whose head look suspiciously like it‘s been transplanted from another animal. But… that‘s not possible, or is it?! Another of his companions is a half-mechanical ferret, Sir William Florence - literally a "roadkill" that has lost the hind legs and part of its body in a charriot accident and was nursed back to health by Gabriel, equipped with mechanical legs, tail and spine.

He‘s well versed in enhancing and maintaining weapons as well as using them, and, just like many aristocrats, excells at fencing, horse riding and hunting. When it comes to social life, Gabriel is charismatic enough to weasel his way into many places, but unfortunately, he is also persona non grata in many places.


Weaknesses: According to his father‘s words, Gabriel is not much of a man. Him being too effeminate has definitely gotten him in trouble several times. When fighting without proper weapons, he will probably get banged up by most of anyone, even though he… can run pretty fast. As a scientist, he has little prior experience with the supernatural and finds some things hard to believe still, if thoroughly fascinating. After only a year and half with the Order, he has much to learn. And… he doesn‘t really deal with tough conditions (such as dirt, zero sleep and disgusting food) all too well. He will deal, but he will complain.

Personality: Gabriel spends most of his time sitting on the fence between enthusiastic and sarcastic, hiding his traumas and insecurities (of which there are plenty) behind his easy-going, non-chalant mask. He loves science, animals, sex, good wine, good cheese, adventure, new clothes, learning new things, in no particular order. And if he loves something, he is incredibly loyal to it to the point of addiction. What he doesn‘t like are bigots, authorities, poverty, dirt, small talk, being belittled for what he‘s like, and most of ordinary people, in no particular order. And when he doesn‘t like something, he does so with passion.

On the surface, Gabriel may seem a little shallow at times, but pay attention and his intelligence and deep thoughts come to light. However, he is aware that those are not what makes a person popular in the company of his peers. In the Order, he is learning how to be more serious and leave some of the escapades of his youth behind, but, of course, only to a certain extent. Overall, he is a person most will love or hate, nothing inbetween. He is known to a wild child of sorts, and while part of that is his true character, part boils down to his need to rebel against the oppressive family he grew up in. He's resigned to the fact that he'll never know love in any form, and so he enjoys everything else that life has to offer, choosing to be considered an abomination over a lifetime of pretense, with all the disadvantages that come with it.

Character flaws: We can‘t really say Gabriel is an asshole, because… well, he‘s not. We also can‘t say he is a spoiled brat. We can‘t really say that he is an alcoholic and drug addict, or a manwhore. That‘s all just rumours. However, there‘s a bit of truth in every rumour. He certainly is somewhat promiscuous, bratty, frivolous, too rude for a noble, and he does like his liquior (and, occasionally, his shisha). He is also totally NOT a mad scientist. Yet.

Backstory:
Gabriel Adrian Gladstone was born in 1825 in Liverpool as the 6th child of scottish Baronet Sir John Gladstone. His father was Member of the Parliament, an aristocrat and a renowned businessman, who got extremely rich mainly through slavery, owning several plantations in Jamaica and Guyana. After the passage of the Slavery Abolition Act, Gladstone received a huge compensation and, instead of African workers, moved on to abusing poor employees from India, whom he attracted through false promises of providing them schools and medical attention. An overall disgusting man, Gabriel‘s father didn‘t treat his children with any more respect than he did his servants, especially if they misbehaved or – horror of horrors – shamed him in public. Gabriel‘s mother was a very religious, withdrawn woman who, however, greatly enjoyed the benefits of nobility and prefered to let her husband have his way in all matters, just as long as she was taken care of and comfortable throughout her life.

As the youngest child by far, Gabriel had almost all the attention of his parents for himself growing up, be it positive or negative. At the same time, his older siblings were often dangled in front of him as examples of perfection: each and every one of them was, supposedly, pious, well-behaved, and on their way to becoming politicians, lawyers, priests or good wives. Gabriel was neither, and he had no interest in trying. He was born with a wild, inquisitive spirit, a penchant for mischief and, unfortunately, attraction to other boys, equal to his interest in technology and science – the latter being something his family was initially supportive of. That is, until their son‘s experiements became inconvenient, such as the famous incident where thousands of ants flooded the dinner table at a banquet, having escaped from a contraption in which Gabriel had trapped them, attempting to harvest their work for creating an energy source. And there was the other incident with grandfather‘s massive clock that nobody mentions anymore…

In any case, throughout his life, Gabriel received little love at home, but he did receive amazing education at the best schools as well as by private tutors, renowned scientists. At 17, he was glad to move out of home to study at the University of London, the family providing enough money for a life filled with both studies and debauchery. Gabriel soon become the favorite student of most professors and the life of every party, enjoying anything and everything from opium through absinthe to whichever man that happened to find him irresistable. Fuelled by alcohol, drugs, and the admiration and support of fellow students and scientist, he began to conduct even more daring experiments, focusing mainly on mechanics and mechatronics, and eventually became a well-known capacity in the field.

At the same time, however, he also became a persona non grata in aristocratic circles, because his behavior in London didn‘t remain hidden from his parents. After several interventions by his older siblings, Gabriel (aged 23 at that point) was ordered to return home after his university graduation, with hopes that he could be forced to quit that nonsense and settle down with the right kind of bride. Needless to say that this didn‘t go too well, and, to add insult to injury, instead of paying attention to his possible future bride, Gabriel used the opportunity to hump one of his father‘s servants and was seen leaving with him after dinner. That was the last drop, after which Gladstone senior finally kicked Gabriel out with nothing but one suitcases, his horse and all the inventions cluttering the basement and attic, and proceeded to having Gabriel legally disowned and his name removed from his will.

For the first time in his life, Gabriel was in serious need of work, because he couldn‘t afford his rent for longer than a month or two. Desperate, he began selling his inventions and creating custom-ones for the highest paying customers he could find, keeping only two or three he cared about most. Unfortunately, his standard of life was unusually high and he still struggled to make ends meet, and so it was great luck that he bumped into the Order, or rather the Order bumped into him. Back then, they were investigating a case that involved a machine possessed by a demon, something that required a scientist‘s expertise, and he happened to be a contact they were advised to approach. He ended up proving himself not only as an expert mechanic, but also in an encounter with the cult which created the demon/machine that followed, and was eventually recruited as a member. Having his eyes opened to the supernatural world he‘d known little about prior to that was, in Gabriel‘s words, the best thing that had ever happened to him.

Relationships:

Parents:
Anne MacKenzie Robertson
Sir John Gladstone
Sibings:
Anne
Thomas
Robertson
John
William
Helen

NOTE: I took the liberty of using real historical characters, whose family does not include Gabriel, if you look them up on WIki. Maybe that's because he was disowned? Maybe I made him up? Who knows!
 
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    Name: Michael O'Sullivan (Kalgoroth)
    Race: Demon
    Age: Appears to be mid to late twenties, true age unknown (Several thousand)
    Nationality: Irish
    Gender identity: Pansexual Male
    Mini Bio: As a demon, Michael isn't necessarily a very good person. He revels in causing mischief, fear, and despair. He makes horrible jokes, taunts his enemies furiously, and honestly just makes himself out to be the villain because he absolutely lives for it. His honor code doesn't let him attack or harm anyone that isn't armed unless absolutely necessary, and afterwards he actually genuinely feels some sort of remorse for it, though he'd never admit to having anything resembling human feelings. As far as he is concerned, the sooner this century of enslavement ends, the better. He detested mortals and their society. For now, anyway. Even a demon cannot see the future, though for the time being. he would rather swallow molten silver than ever be 'friends' with anyone, especially humans.
 
Morvan Surcouf
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Description: An athletic 6'3", Morvan fills his frame well with strong musculature. He tries to keep his dark brown hair managed, but can only seem to manage a "partially groomed" look. Morvan's dark blue eyes can seem somewhat vacant. Either lost in his head, or staring past what's in front of him. The other half of the time they are fully engaged. Taking in what's in front of him with his full attention, all senses alert. Morvan has a nimble step for his size, and is wary of door frames. When possible Morvan prefers a wardrobe reflecting his Breton roots.
Some formal and informal examples of outfits can be found at the bottom of the CS
Name: Morvan Robert Surcouf
Race: Human
Age: 26
Nationality: Breton
Gender Identity: Male

Skills & Knowledge: Weapons-wise Morvan carries lengths of rope with light weights on each end. Rope already serves a wide variety of uses, and the weights on the ends create more combat uses. Familiar with chain fighting from his youth, he carries around a thick silver chain for relevant missions, opting for a small silver club when the chain would be inconvenient.
Knotting, slinging, and properly weighting ropes has all come from his years as a sailor. He is also familiar with star navigation at sea. He is most familiar with the route to the new colony of Newfoundland, as he was a part of many fishing expeditions. He was never in charge of the fishing on ship, but has some passing familiarity with the process.
Since his childhood Movan had a knack for languages, learning French and Breton from a young age. He also gained a passing knowledge of Gaelic and Spanish from his years sailing. English also was a common language for Movan to hear while sailing, but most of his English was learnt after joining The Order.
Most of Morvan's study and experience with the Tainted is with Spirits. Through the rending of his mind and intense study, Morvan has learned how to empathically communicate with spirits of various levels of intelligence and power. When negotiation and soothing is impossible, Morvan has also studied forms of protection against spirits. He is currently devoted to discovering ways of luring spirits to new territory or haven for them to inhabit, though with limited success.

Personality/Flaws: Some queer warping of Morvan's mind has left some oddities behind. He seems to have expended all secret keeping facilities of his mind to keep The Order safe. As a result, he often tells people what's on his mind, or what his opinion is, when social convention would recommend otherwise. Luckily for Morven, he also has been stripped of embarrassment. This does not mean he can't realize when he has made a mistake, or feel bad for hurting someone; he just doesn't consider the consequences beforehand. Morvan still tries to keep words that would hurt others to himself, but is not always successful. On missions for The Order, he stays out of the way for any intrigue-heavy aspects of the missions.

The assumption most people are good people is Morvan's running philosophy. This does not mean he is easily trusts others. It is a understanding that others can be good, but circumstance has put them in a position where they feel like they have no choice. A non-lethal path is preferred if the opponent has shown a significant amount of humanity. When it comes down to a life for a life, lethality becomes much less of a quandary for Morvan. Unfortunately this can lead to a creature creating a false veil of humanity and surrendering, only to turn on Morvan once an opportune moment comes.

A cozy night spent amongst friends is an ideal one. Morvan takes each opportunity to enjoy life as a blessing. Some believe it is due to his otherworldly experiences at sea. The origin is irrelevant to Morvan, who has come to some sort of private understanding of living. It is the reason why he is willing to risk his life with The Order. Protecting the beautiful experiences in life for so many people who don't have the ability to protect themselves. It can create an unfortunate conflict when his orders take precident over saving people. Morvan understands that saving more people down the line is important, but it can cause him to hesitate at critical moments.

Backstory: The only thing Morvan had from his mother was her eyes, and a pendant. A pendant he wore since childhood. It was a childhood of hate. His father was a spiteful man, and Morvan would constantly hear rants from his father. His father was a staunch Breton regionalist, and the Breton language was fading. So Morvan constantly heard about the oppressive french government, and how they forced the Breton people to become more French with each passing year. Morvan trusted his father, and held staunchly to these beliefs throughout his childhood in Rennes.

Rennes was struggling to become self-sufficient like the other major towns in Breton. His father was a victim of circumstance and lost his job, causing a 14 year old Morvan to fall into poverty with him. Morvan ended up joining a Breton gang as an enforcer as he grew into his large stature. He struggled with the demonization that so many gang members seemed to so easily come by. He was hurting others, but he felt he had no other choice. That is until a shipping company passed through Rennes on a recruiting drive. Morvan remembered his father mentioning a cousin that was a stong sailor who died long before Morvan was born. Jumping at an opportunity for a new life, and to provide some help for his father, Morvan set off to be a sailor.

Being at sea came quite naturally to Morvan. The crisp salty air was energizing. Although the work was hard, the friendly camaraderie was a wonderful environment for him. Sailing also brought a great way to meet new people outside of Rennes, which slowly changed Morvan's perspective. Learning most men weren't all that different when it came down to it. It morphed his staunch regionalism into a healthy pride for his culture, and a wish to preserve it. Morvan slowly moved up the ladder of seniority throughout his years of sailing, being a respected sailor amongst his company despite his age.

Over his years of sailing, Morvan encountered many an odd sight. Similar to the stories one might hear at an tavern late at night, but dismiss as superstition. A glace of what might be a mermaid beneath the waves. The distant call of a siren. Churning mists, unbounded by the call of the wind. These experiences were slowly opening his mind to noticing these signs of the tainted throughout the world. One night, a warm muggy fog swept across the deck of Morvan's vessel. Once the crisp night air had rolled back in, Morvan had disappeared. Some older members of the crew recalled a similar apparition, and thought it must have driven Morvan to insanity, causing him to jump overboard. A similar fog swept through the following night, causing a panic onboard. When it had passed, a dazed and vacant Morvan had appeared onboard again. The crew was greatly disturbed, and out of respect for Morvan chose not to throw him back to the sea. They kept him in a holding cell as they sailed along the northern coast of France. The rest of the crew would not make it back ashore.

The Order caught word of a ship returning to shore with only one crew member left aboard. Taking Morvan from the mental asylum he had been condemned to, they started the process of rehabilitating him. Morvan would join the Order, dedicated to protect the world, and help guide mankind to a safe future.

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Siren's Song
 
"You're not immortal after all."

Appearance:
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Though short, at 5'9, Adrianus has the air and presence of a veteran hunter. His expressions are hard, his skin is rough and marked, and his build is athletic. Four jagged claw-marks along the right forearm, and a burn-scar over the left hand, act as definitive proof of his combat experience. On the left shoulder is a tattoo of an anchor hung over an x-crossed saber and rifle. In the wilds, his soldier origins become apparent as he wears the old service dress uniform of his military days - Though the unit number and name have been ripped off, the sergeant's chevrons proudly remain. The left sleeve is tattered, a remnant from what caused his burns, but otherwise the outfit is decently maintained - High-class stitching apparent in some areas of damage. Satchels hang on the sides of the hunter, and he wears rigging as well as a backpack. His dark brown hair is often cut short and combed backwards, to keep an air of professionalism. Facial hair has been allowed to grow to a short, rough beard, well trimmed to show care and maintenance. In the cities, he dresses practically - Though he has little attention to fashion, he has plenty towards comfort. Otherwise his attire is plain - if it is good enough for a common man, then it is good enough for him. Around his neck, leading under the front of his undershirt, he wears a crucifix.

Name: Adrianus van de Beenhouwer, 'The Dutchman.'

Race: Human

Age: 45

Nationality: Kingdom of the Netherlands

Gender identity: Cis Male

Skills & Knowledge:
'Clear the way!': Werewolves, vampires, and demons. How is a human to compare? Firearms and magic, certainly, but Adrianus prefers to fight in close quarters. He is not a skirmisher, he will fight on the frontline the same as anyone else - Using a mixture of various explosives and weapons, he can provide himself the advantages he needs to fight on a more level field. Silver powder kept in the air, chlorine or hydrogen sulphide, timed explosives, shotguns, smoke and flash bombs, it is all on the table. Though he is an amateur, he knows enough about chemistry to make things explode, and make breathing a very dangerous practice.

Hidden hand: Nothing is faster than a bullet, but many are faster than a mere human's hand. Adrianus has drilled his muscle memory and trained his attunement to body alignment to a knife-edge; through peripheral vision, or photographic memory, he can align the barrel of his pistols to make trick-shots against those engaged in close-quarters battle with him. The result: A pistol pointed behind his back, tucked under the arm, pointed to the side, eyes on one foe while aiming to dispatch another. A target must constantly be dodging under the assumption of being in harm's way.

Jungle Fighter: The Java war forced Adrianus to learn how to hide, how to survive in the wilds, and how to set an ambush that will dispatch threats quickly. Very useful skills for a hunter. Many of those traps and camouflage methods he used in that war he continues to use today, with some needed modifications.

Weaknesses:
- Stubborn: One of an indomitable will, but that is not always a good thing; though not one who will back down easily, that goes the same for when one definitely should. If Adrianus has made a decision, he will carry it out. If he has taken a target, he will follow that contract. If he has made up his mind, damn your opinion. Only friends or superiors can hope to change his mind, while the others are better off letting him get himself hurt.

- The butcher of Estertown: Though officially cleared of wrong-doing, the controversy over the actions he took remains a sour note for those who disagree with... extended necessities. The vampire community and he are often at odds, as are those in agreement with their plight. Adrianus has difficulty in gaining help from individuals of either group.

- Leap before you look: Adrianus' mind runs quickly, and in the heat of battle he rarely thinks before acting. In times where he needs to improvise, he makes the new decision and immediately acts on it, often forgetting to account for something just in his peripheral.

Personality: Adrianus' questionable nature is quite apparent to those who know of him, and something he cares little to think of. He hunts for fun, the thrill of competition where the stakes are highest. Protection of the innocent is just a side note that keeps his conscience from nagging at him, and the coin a means to continue his work. He is quite selfish around strangers, though protective and helpful to comrades and friends - Indeed, in fact, very needy and sacrificial towards them. He is blunt and closed-minded, preferring to not trouble himself with moral dilemmas and the like in order to keep things simple. Things are right, or wrong - That is, effective, or not. He is a cold utilitarian, though not unshakably so. Despite such, Adrianus is not an evil man; Merely, of a different perspective.

Adrianus, for all his faults, is at least an honest man. He sees no point in lies and manipulation, and wears his emotions plainly on his sleeve. Grudges and wrongs are satisfied immediately, giving him the occasional reputation of a hot-head. Regardless, whether an enemy or a friend, he will not hide his opinion of you. If a mistake is made, he will say as much, if one has a weakness, he will say so. The rule applies to anyone, even himself. Sadly, as a result of this aspect of his character, he is a horrific liar - That is, in the rare circumstance he will attempt it. All-in-all, Adrianus is a highly effective soldier and line-breaker, but far more disadvantaged in the cities - where political manipulation, conspiracy, and lies are commonplace.

Character flaws:
As stated, Adrianus is a terrible liar. A man without ability to manipulate others - He is blunt, and honest, to enemies as well as friends. Verbal trickery flies right over his head, or he simply does not see the point, or he will not degrade his character. Whatever the reason, he wears his emotions on his sleeve, and this fact is revealed very quickly to those who interact with him.

Backstory: Adrianus' upbringing was one of the things that prepared him for what was to come. His upbringing was not abusive, nor filled with tragedy - His father was poor, true, but there was enough money to eat when they were hungry and to go to school. However, his family never wanted a child, and the accident that was Adrianus was not taken with enthusiasm. He grew up with a distance between him and his parents, not met with abuse but with little guidance or care from them. It caused him to become strong and independent, but with an unbareable loneliness. Still, he learned to deal with his problems his own way, and largely on his own. He came to rely on friends rather than family to give him a feeling of care and companionship, though he would be known as somewhat needy of them. As Adrianus grows older, he works beside his father as a butcher. Life is... boring, and disappointing. The protections of his childhood dwindle, taking more and more berrations from his equally disgruntled parents, Adrianus becoming an outlet for them to deal with their woes. He slowly finds himself increasingly exhausted, the presence of his parents and the tedium of his life unbareable. Every day the same routine, again and again, for years. Following Belgium's independence, the Netherlands is focused on making up the loss from their colonial territories. In a desperate attempt to find meaning, or joy, or excitement, he enlists with the Korps Mariniers.

Adrianus joins for action, and action is what he gets. The motto of the Mariniers: "As far as the world extends." Adrianus would learn the meaning; first he is deployed to the East Indies during the outbreak of the Java war - Local residents have rallied to a disgruntled Javanese aristocrat, augmented by chinese mercenaries. The colonial forces have lost central Java and retreat to the capital city, now under siege. The task is simple: Reinforce our brothers, break them out of the city, and end the insurrection. A motivation to any decent man, surely, but motivation is easy before the gunpowder fills the air. Things are different once feet hit the beaches, and they are fired upon on the shore. Then, when Adrianus stepped passed falling brothers and fought in the cacophony of gunfire, throat raw and eyes watering from powder, that is when he found a spark to life. He fought hard - They all did - and their brothers are fought to freedom. A path out of the city carpeted with wet crimson. Following the victory, Adrianus remains stationed. 'Just for a time,' he is told, but the Javanese are more tenacious than that; the army, defeated but not dead, continue to fight for their prince - A guerilla war, brutal and effective. Adrianus would often see their fellow Javanese in the corpse pits, civilians and enemies dumped in one hole. Civilians killed by Dutch and Javanese both. A jihad, the prince had declared - A jihad against the Dutch, and a jihad against apostate Javanese. A contempt for civilians on both sides, drawing more and more bodies to the large pits in the ground. For two years the raids and ambushes continue, with a compromised hinterland incapable of being defended. In response, the dutch deploy highly mobile detachments to small forts scattered around the region. Adrianus is one of those sent to assist in this effort, based in one of the farther forts. There, the paranoia that a guerilla fight can create is... deeply clear; one must always be prepared, always be ready, for they are never safe. It is a lesson one learns quickly, or dies. The simplicity of it separates the weak from the strong, though even what's left is not guaranteed to survive; the patrol goes as planned, at first - Their route is finished, and they are on their way back when the shots ring out. From either side, they are rushed and attacked by Javanese rebels. Some are shot, some are hacked apart. Adrianus and the patrol are left to fight with their bayonettes, only to be massacred. The bodies fall, skulls split and skin plaster from blood-loss. Adrianus fights his way through the attack, through an opening - any opening - and makes a run for it. He drops the rifle, rips away his rigging, and retreats deep into the forest. Deeper, and deeper. Shots barely miss his head, the sounds of nearby footsteps and steel close behind, but they slowly grow quiet. More, and more. Adrianus doesn't know how long he has ran for, he is only thankful to have survived. He wipes the sweat from his brow, downs the rest of his canteen, and looks about the jungle. It is then that he realizes he is lost.

Lost in a foreign land's wilds, with guerillas hunting for his skin and uniform, without arms or comrades. Adrianus is forced into a situation where he must learn how to hide and survive, or his body will never be found. He is a clumsy man, inexperienced in the extreme. But he could fight, thank god. It is his only saving grace when a lone scavenger happened to find him hiding in a bush. The man was able to scream - Adrianus would need to run - but the man was killed, eventually. Deeper into the jungle, or perhaps out of it, or parallel to it. It is impossible to say. He moves by day, and sleeps by night. He must constantly dodge the guerillas, search for traps, cover his tracks, and find food and water to survive. Dehydration is not the issue - the land is tropical after all - but finding safe food, and avoiding disease, is. Sadly, hope and prayer is not enough to avoid the dangers of the rainforest. Due to berries, or a poisonous animal, or mushrooms, or contaminated water, he is viciously sick one night. Sat against a tree, stomach writhing in pain, sweat pouring from him, his eyes slowly adjust to see something in the wild - Something that, in all the stories of the pillaged New World, he has never heard of before. Huge, black, with eyes of pale blue, hunched over and jaw slack and pendulous.
The first time Adrianus had witnessed the tainted.

He ran, or tried. His sickness wouldn't allow him to run, restricting him to a pathetic and desperate limp. The beast stalked close behind, its amusement towards its prey's efforts being the only thing saving Adrianus from death. Though it is coming. He hobbles, fear and panic driving him into something of a flailing sprint. The beast's hoarse chuckling is terrifying, and soul crushing. There is no escaping it, not like this. Death is coming. Adrianus' eyes catch the movement of a distant figure. His breath catches in his throat, and his tired mind forms the plan quickly. "D-dutchman. Dutchman! Dutchman!" The figure turns, and raises something in his direction. "Dutchman! Dutchman!" the figure stops, and the rifle drops - the voice speaks in panic and surprise, "Benda apa itu!?" The rifle switches targets, and a bright flash lights the guerilla for but a moment. The round hits flesh behind the marine, and the beast scuffles with great thudding steps. Adrianus hears the rifle drop, but the guerilla does not escape in time. Adrianus drops into a bush, covers himself quickly in fistfuls of mud, and waits. The great silhouette of the beast rumbles and turns, with the sound of tearing meat and breaking bones. The sound continues for a countless time, before stepping away and disappearing into the night. Adrianus waits for it - A half hour, an hour and a half, two hours. Until he falls asleep.

As morning brings him back, Adrianus does not find clues to what the beast is, or where it is. All that is left behind are the eviscerated remains of the guerilla. The beast is gone, at least, and that is what he must focus on. There are other concerns to worry about. He is not able to break free from the guerillas, though he continues to try. He must hide, scavenge food, cover his tracks, day after day. Over time, through trial and error and time, he learns to do these things reliably. Thus, he builds his skills. He learns to copy the traps set by the rebels, finds their camps, and - when most bold - sets his ambush for a solitary scout. He lives like this for years, until it is 1830. The dutch have finally lured the Prince into a trap, and he has been captured and exiled. The rebellion is crushed, and the dutch soldiery move deeper into the hinterland to drive off the remnants. They don't expect to find much, and they definitely did not expect to find Adrianus.

Following his experiences in Java, his military service is unremarkable. He earns himself two chevrons in his part reclaiming the island, and moved back to the ships. What follows is simpler work: defending trade ships, and occasionally augmenting colonial troops. Sumatra is a new ambition of his homeland, but he has little interest in the conflict. Naval guns and colonial troops are often enough to handle what insurgents are there, and handle the butchery of punishing the locals. He takes no pleasure in witnessing the brutality of it, the reality of witnessing the Dutch military dispatch a struggling people dawning on him more and more. Through all of it, he never forgets what he saw in Java. After the Sumatran expedition, he retires from the navy and returns home.

At home, Adrianus puts his military earnings to use. He soaks as much knowledge as he can find on mythology, history, ancient rumours and local fairy tales. He travels through the Dutchlands, swallows his national pride and scours Belgium, and moves south to interview the retired colonials and shipmen of Spain. Information is hard to find, but it is there. When not scouring for the hidden truths, he reads on chemistry, poisons, survival manuals. Slowly, but surely, he learns the truth - The secret world of monsters that exists under the nose of civilization, that there are things which no man sees and can ignore. It is a fascinating discovery, and he'd heard of plenty more to find in the americas. Thus, he boarded a boat to the south of the new world.

Since then, he has become an extremely experienced hunter. A former soldier, knowledgeable of poisons and chemistry, he started hunting with the skillset to build into something unique. Originally operating outside of the order, following rumours and strange complaints from areas too remote to garner official attention. It is here that he first applies his trade, referring to himself as a 'problem solver,' employed by those who knew not what comes. No questions would be asked, and no answers given, when the problem of disappearing townsmen or odd affliction simply vanished. And there were certainly no answers to be given towards the strange scratches and wounds he'd have on returning for pay. He remains unaware of the Order at all until the Estertown massacre, an event which solidifies his controversial reputation. While the matter has been officially cleared, the vampire community continues to feel strongly about Adrianus' place in the Order. Regardless, he has served dutifully and since followed their rules to the letter. Today, he has been with the Order for many, many years. An incredibly useful agent with, though admittedly brutal, highly unique and efficient tactics. It is this unique skillset and extensive experience that has caused him to be assigned to join the new task force.

Relationships: (if you have any pre-story ties to any other characters list them here, otherwise they can be added as the story progresses.
 
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LaFrae, L.


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  • Full Name
    Luness LaFrae

    Gender & Identity
    Asexual Biromantic Female

    Age
    27-years-old

    Race
    Werecat (Iberian Lynx)

    Nationality
    American

 
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Jackson Gindel


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Name: Jackson Gindel

Age: 32

Species: Human, through and through.

Nationality: American

Gender identity: Demiromantic Asexual Male

Appearance:
A clean gentleman who likes to sport light, nonrestrictive formalwear over armor and such. He is about six foot two, and weighs approximately 200 pounds. His hair is kept short to prevent it from getting in the way, his skin is healthy enough. The back of his hand sports a scar from an injury he never divulges to anyone. His clothing is usually clean of blood or other bodily fluids from the beasts he's killed, mostly because he's diligent about keeping clean.


Weaknesses:
Jackson is very much a man who doesn't like to get up close and personal, due to his ineptitude with combating in close quarters. He carries around only a rapier hidden in his cane and a Sword Breaker, both made of silver. He prefers to use long range tactics to kill his targets, preferring a single shot to a barrage. Lengthening out combat is something he doesn't like, as he's not armed or geared for drawn out combat. The longer combat goes, the more likely he gets taken down. Because of his detest and weakness with close combat with melee, he carries around a revolver with quite a punch, to persuade enemies not to get too close.

Skills and Knowledge:
Jackson has trained with several guns, preferring rifles and such to pistols. He likes single shots rather than drawing out the combat. He has trained in fencing and knows how to stab (albeit awfully crude and horrible), but he excels at gunplay. His occult knowledge comes from hours of research into occult rituals, researching dozens of different cults in order to get a broader spectrum of knowledge overall. However, this has left his specialized knowledge quite lacking.

Personality:
Jackson is very much a calm and collected man. Whereas others might be tempted to rush off into battle, waving their silver weapons about like typical barbarians and berserkers, Jackson is content to act as firing support. He likes to remain in the background, content with letting everyone else sort out problems that don't involve him. Any that do are usually solved with the precision and speed of a trained surgeon, as that's all this taint is to him: A cancer to be removed.

Towards most Tainted, Jackson is at the very least skeptical of their true intents. At times, he finds no qualms with Tainted allies going up to the chopping block if they had wasted their one chance. He's as merciless to the Tainted threatening the world as a normal person is merciless to an ant or spider beneath their boot. They elected to terrorize the world of man, and he won't hesitate in showing them the consequences of that choice. Preferably by making their existence as short as possible with a well placed sniper round to the head.

However, one can enter his good graces, although it's a bit hard. He prefers more calm and serious people, and while it might seem a bit cold still and he doesn't say it often, one can realize when he considers someone a friend. He's liable to talk to them sometimes, mostly to talk about research or to make small talk when he's got nothing else better to do. He's liable to teach someone with the right incentive and reception his research and gunplay.

His hobbies include his research he conducts, as he loves theorizing and thinking about certain points. He likes thinking about what might work that hasn't been tried yet. He loves reading, preferring classical literature and supernatural fiction. Finally, as he's proficient in gunplay, he likes to participate in shooting competitions sometimes. He doesn't participate all the time, but rather when he deems it fit to test his skills. Actively participating in each of these activities is a good way to help improve your standing with him.

Character Flaws:
Jackson has prejudice (whether founded on reality or simply because) of most tainted beings. He hates the ones working against the order with a cold calculated heart and simply acts frigid to the Tainted in the order.
Jackson's cold attitude extends beyond the Tainted to everyone else around him as well. He doesn't prefer socialization, but getting things done. You can take him out to a bar, but don't expect to get him to open up to some hidden inner child or super extrovert.
Jackson is very much a convincing liar. To the Order, he doesn't lie, as that would be detrimental. However, to anyone outside the order, he will fluently and regularly lie to with concerning ease. Almost enough to make fellow Order members question as to whether his truthfulness to the Order is yet another lie...

Backstory:
Jackson's past is somewhat of a mystery, though one can tell that he had several things happen to him. His parents were apparently both dead by the time he joined, he was attacked by the Tainted prior to the Order finding him, and he had an interest in things that were a bit... strange.

Jackson was around twenty when he first realized something was wrong with the world. At that time, he was known as Daniel Arthur. He had been travelling home when something jumped at him from the darkness, a wolf-like creature but much larger than a common wild dog. He threw himself from his horse and watched the creature tear at his steed, taking the opportunity to slip away in the darkness. He washed himself off in a river to lose the scent and managed to make it home as dawn broke, his Sunday finest ripped and torn. He set about looking for any information as to what the creature was, finding nothing but myths and fairy tales. Every time he'd ask a knowledgeable person in town he'd receive skeptical eyebrows as they heard his wild tale of that night. Eventually, he elected to listen to the fairy tales and prepped. He made it very clear to whatever had attacked him that he was defenseless and waited for the trap to be sprung. The Order caught wind of his investigation when they came to find the rogue werewolf.

The Order agents that heard of this man investigating by himself went to confront him only to find a dead werewolf and a very frazzled Daniel with a still smoking revolver. He'd turned some of his miscellaneous silver objects into ammunition for his revolver, thinking and realizing the large wolf-like creature was most likely a werewolf of some sort. He noticed the agents come in and he pointed the revolver at them, a mixture of fright and determined courage in his eyes. After realizing the agents weren't werewolves like the beast he'd shot, he lowered his gun. The room was in shambles.

People wondered what happened to Daniel that night in his hometown. People say someone broke into his house and murdered him, some say he went insane and killed himself. The change from Daniel Arthur to Jackson Gindel was actually his idea, to make him vanish completely. He spent the next few years in training, honing his fencing talent to a mediocre level while his shooting skyrocketed. His aim was great, and he immediately took to the rifles and long ranged guns. Over the years, he researched the occult and other Tainted in his spare time, especially reading up on werewolves to prevent himself from getting jumped like he did before.

He's seen several Tainted come and go, and refuses to get attached to any because of a specific reason: His only Tainted companion, the werewolf Sarya Young. Despite his innate distrust of her being a werewolf, the two were relatively closer than he is with any Tainted today. She'd confided in him about the urge to relapse, at times, the desire to lose control and to hunt anything at will. She always told him to try and make her repression of it lessen, by divulging how much it called to her. However, she'd relapsed and gotten expulsed from the Order. He'd thought he'd seen the last of her... until half a year later, when reports of a werewolf terrorizing the slums of a city in Spain. He was part of the team released to go find this werewolf, and it turned out to be Sarya. He managed to appeal to her, and she stopped. The other agents had been mercilessly torn apart by her claws or grievously injured and fainted. She turned back and saw what she'd done and she cried. Jackson looked at her with pity, pity for the friend he'd lost.

Not many people know what happened, but all that they knew is that Jackson managed to kill Sarya and helped the agents get back safely, the ones who'd survived. He never talked about what transpired that night, and any who ask him are met with the sight of his spine-chilling glare. To him, Sarya didn't exist anymore, and he refused to talk about her at all.


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Name: Mouse
Age: Early 20s in appearance but over 400 years old (She stopped keeping track after a hundred or so years)
Gender Identity: Female
Race: Ghost
Nationality: English (Maybe?)

Appearance:
Mouse stands at 5’4” and has a waif-like figure. For the most part, she looks to be in her early twenties with olive skin, dark eyes, and raven black hair worn in a short, almost badly cut, blunt bob. She wears a long black dress with billowing sleeves. It’s simple if a bit dated. To everyone’s bemusement, she never wears any shoes and walks around barefooted all the time.

Her vengeful form however is a gruesome sight. Her hair becomes a matted, tangled, knotted mess and large bruises and scars cover her entire body. She has sallow skin and pupil-less, sunken eyes. A part of her skull is concave and blood streaks down her face from the wound. It is assumed that this form is a reflection of how she looked when she died.


  • Commune with the dead: Mouse is able to speak with those who have recently passed and have yet to cross over to the afterlife or have their souls tethered to the material plane due to unresolved issues. She can only speak with spirits that are willing.

    Runic Magic: Mouse has a deep understanding of runic magic as this is most commonly used for binding, warding, and freeing ghosts. It is also what she uses to commune with the dead. However, runic magic does have it's limitations. It is only used against ghosts and weaker spirits. Fully physical beings would barely even notice it's effects.

    Dream Walking: While the living sleeps and are at their most vulnerable, Mouse can enter their minds and traverse their dreams. She is unable to get hurt or physically hurt the dreamer in the dream plane making it an excellent place to carry out private or potentially risky conversations. She needs to be able to touch the being to enter their dreams.

    Vengeful form: Mouse can assume the form of a vengeful ghost. In this state, she gains temporary strength and speed but sacrifices her humanity and will single mindedly seek out blood. She can also instill a general sense of fear in her opponents although this doesn't have any significant lasting effect except on the weak hearted. The Order does not recommend for her to use this form too often as the longer she stays this way, the less control she has over her actions. In time, she may remain as a vengeful ghost permanently.

    Immateriality and Invisibility: Mouse’s form is mostly immaterial and as such she can phase through most material objects and human beings. She can make herself “material” to them but only for a limited period of time. When humans come in contact with her, they will find her touch cold and very much like trying to grasp cotton candy. She is also able to turn invisible when no one is watching, assuming the being can even see her in the first place. These two skills aid in her primarily work as a spy and scout.

    Hand-to-hand combat: Due to her immateriality, Mouse is unable to use any weapons and has instead been trained by the Order in various martial arts. She prefers style which are less reliant on strength, focusing instead on redirecting her opponent's force against them. As a ghost, she is also more agile and light-footed than humans.

    Others: Mouse is not necessarily brilliant but in her 400 plus years of existence she has accumulated a wealth of knowledge about occult practices, historical events, and missions undertaken by the Order. She currently serves as one of the Order’s oral historians and archivist.
 
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Name: Cyrus Lee
Actual Name: Cyrus ibn Shahin al-Sa’Igh (Persian) / Li Xiyun (Chinese)
Nickname: Cyrus
Age: 27
Gender identity: Male
Race: Human
Nationality: Chinese
Ethnicity: Persian

Appearance: TBA




  • Damascus Steel: Difficult to procure and even harder to forge, Cyrus' weapons are made with Damascus Steel mixed with silver. His main weapon is the Pesh-Kabz, a traditional Persian dagger crafted to pierce mail armor and thicker hide. He also has three throwing knives he mostly uses for utility and mid-ranged attacks. Before combat he usually coats his blades with a mix of crushed herbs and blessed oils (Cyrus learned of the Italian pesto, and struggles not to call his poisons divine pesto)
    _Relic of the Fishspeakers_ Me, Damascus Steel and Mammoth, 2019.jpg
    OF1 Set Of Three Damascus Steel 8_ Throwing Knives.jpg

    Standard Poison Making Kit: Includes several small jars of various herbs, oils, and silver dust, along with mortar and pestle, a mini cauldron, flint and steel, and empty vials for finished poisons. Cyrus finds that he often needs to make poisons on the go depending on his enemy, so he always makes sure he's able to make the right one at short notice.

    Night Market Cloak: A tattered cloak woven from dark fabric. It helps Cyrus blend in with the shadows be it day or night.

    Grappling Hook: For when he needs help getting into places, or out of them.

    Iron Claws: For when something high needs quick scaling.

    Lin Weixi's Jade Pendant: A simple gold necklace with a jade in the shape of a teardrop.
 
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